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Karl Schmidt's Blog   Expert Blogs

 

I'm a lifelong software engineer and gamer. I started programming with a Commodore 64, then made mods for the Quake series, and eventually got my break in the game industry at Relic Entertainment, helping ship Company of Heroes in 2006. Since then I've worked on Company of Heroes: Opposing Fronts, the entire Dawn of War II franchise, Warhammer 40,000 Space Marine, and Company of Heroes 2. 

I'm now working in the mobile game (and app) space, which is rapidly evolving, and presents an exciting challenge. I'm also writing about my thoughts and lessons learned in game development on my website (www.karlschmidt.net) as well as here at Gamasutra.

 

Expert Blogs

Posted by Karl Schmidt on Thu, 15 Aug 2013 04:57:00 EDT in Programming
This article is intended for students and non-engineers who haven’t heard of RCS or don’t understand the point of it. It is not an article about how to use any particular software package, but instead will outline some reasons why this tool is important.


Posted by Karl Schmidt on Mon, 15 Jul 2013 09:52:00 EDT in Programming
So far I’ve had the opportunity to write code in almost every category of game programming, and they all have their perks, but simulation code can be magical. What makes writing this kind of code special?


Posted by Karl Schmidt on Tue, 02 Jul 2013 11:40:00 EDT in Programming
Tracking down the source of memory corruption can be a difficult process when you don't quite know where to look. In this article I go over how I solved a corruption bug very late in the development cycle of a PC title.


Posted by Karl Schmidt on Mon, 10 Jun 2013 11:26:00 EDT in Programming, Console/PC, Social/Online
From 2009-2013 I was a very active member of the Dawn of War II community, providing on-going, voluntary technical support via internet forums. It was valuable for both parties: players received help directly, and I was informed of bugs quickly.


Posted by Karl Schmidt on Wed, 29 May 2013 06:00:00 EDT in Programming
When developing games on different platforms (or even a single one), some choose to delay or put off going through the steps to get up and running on your target hardware. This should be one of the first things you do, and here is why.



Karl Schmidt's Comments

Comment In: [News - 09/02/2014 - 03:07]

Very cool There are various ...

Very cool There are various existing open-source rendering engines that always lacked a solid level editor, so maybe this is just what they need

Comment In: [News - 08/25/2014 - 07:04]

I wonder how it would ...

I wonder how it would perform with 3rd-person action titles - I remember Space Marine not really working with OnLive very well, lots of compression artifacts. r n r nIt would be cool to see this kind of tech actually used in production - I remember looking up image analysis ...

Comment In: [Blog - 08/07/2014 - 03:02]

Where did you get the ...

Where did you get the 40 number from XP accounts for less than 5 of Steam users: http://store.steampowered.com/hwsurvey this has been trending downward heavily for the last few years

Comment In: [Blog - 08/06/2014 - 02:32]

I remember Valve 's attempts ...

I remember Valve 's attempts HL2 EP1, 2 and how they eventually found it just took too long to develop each episode. It 's very interesting how this model is viable on mobile

Comment In: [Blog - 07/17/2014 - 06:24]

Despite this being a vendor ...

Despite this being a vendor piece, I found the story shared to be quite interesting. Thanks

Comment In: [News - 07/21/2014 - 02:14]

An indication that UA is ...

An indication that UA is one of the biggest problems facing mobile game development today